I don't find them limited, personally, so far I haven't bumped into a single copy of any of my characters, it helps that I'm not rolling a white human like 75% of all the other characters I bump into. (And as an RPer, it is especially awkward to be the only alien in all white human crowd)SteelStallion said:Very limited character choices.
The aesthetics of all the races are pathetically similar.
The two opposing factions have carbon copy classes.
And I hope you're not one of those people who insist on playable Ithorians or Trandoshans because that's not going to happen. If most people can't even get themselves to roll a Twi'lek then a playable Trandoshan is just going to be a waste of resources.
And I like the fact they use mirror classes, makes balancing the two factions much more manageable. It's the same reason why most team & class based FPS use the same classes and weapons on both sides, they'd have to a lot more balance work for both PvE and (especially) PvP if they had divergent classes.
Dare I ask what horror stories you've heard? Because I'm having a whale of a time in TOR myself.ZiggyE said:I guess I have to rely on Guild Wars 2 to save the MMO genre.
I have two major irks with this review. Firstly, the claim that this introduces "role playing" elements that other MMOs lack. Well that defends on how you define "role playing". Star Wars: The Old Republic gives you a story and a biography identical to thousands of others and gives you no control, whereas other MMOs let YOU define your character and give you more freedom (and no, by defining your character, I don't mean giving you a dialogue wheel and a morality bar, I mean letting you decide your character's motivations and your character's history that isn't from a selection of in game prompts.)
Secondly, the criticism of ToR's hotkey and abilities based gameplay because this is "MMO" gameplay. This is incorrect. It is "typical MMO gameplay" because that's how WoW did it and everybody wants to copy WoW, an apparent formula for success". It is possible to create a massively multiplayer game without this style of gameplay, as Guild Wars will hopefully show us.
I will be avoiding this game due to horror stories I've heard and my diminishing respect of Bioware and the Star Wars franchise.
And while I'm really looking forward to Guild Wars 2, at the end of the day different players will still need to fulfil different roles in order to succeed at a certain objective, so while the dedicated healer is gone, there'll still be those who do damage, those who prevent and/or absorb damage, and those who CC up a storm. And while preventing damage is supposed to be a shared responsibility in GW2, question is if the community will follow suit on that. And at the end of the day, you're still using hotkeys and abilities, key differences being however that you need to make a build of ten skills and make those work until you get back to town. There are some things you simply can't avoid in an MMO, Arena.net is trying bravely to change things up, but I doubt they'll change everything. And not that they have to, at the end of the day, if GW2 is a fun game I'll gladly play it. TOR might not be a huge revolution (but certainly an evolution) in MMO land, but I'm having fun, and that's good enough for me.